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One Million Reels BC Slot Details
Game NameOne Million Reels BC
Game TypeProgressive
SoftwareRival Gaming
Release DateN/A
Slot Reels3
Slot Lines5
Min Bet$ 0.25
Max Bet$ 3.75
Max Win3,000 credits or the Max Jackpot
RTP90.6%

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This Rival Gaming slot game is easy to play. The wager is set at $ 0.25. Choose to wager three coins per payline and up to five paylines per spin. Once the bet is set, you are ready to spin the reels!

The bright green T-Rex is the wild in this game, providing a 2x multiplier and substituting for all symbols on the reels to create winning combinations. Two wilds give a 4x multiplier.

Place the maximum bet as you spin the reels, and three T-Rex symbols will trigger the progressive jackpot of the game. The progressive jackpot total can be seen at the top of the screen, helping you to decide if you want to take a chance and go for the big prize.

Standard and Mid-Level Symbols

Any Egg and the Yellow Egg are Standard Symbols. With three coins wagered and three any eggs on the reels, you can win 15 coins. With a three-coin wager and three yellow eggs, 30 coins are provided.

The Grey Egg and the larger White Dinosaur Egg are Mid-Level Symbols. The gray egg pays 150 coins for a three-coin wager while the larger white egg pays 300 coins for a three of a kind with the three-coin bet.

The Caveman, Cavewoman, and the T-Rex fit in this category. With three coin bets, three caveman symbols will pay 450 coins, and three cavewoman symbols will pay 900 coins.

The T-Rex is the most lucrative symbol in this game. It will pay 1,000 coins for a one-coin bet with three of a kind, while a two-coin bet pays 2000 coins, and three of the symbol with a three-coin bet pays the progressive jackpot.

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Symbols to Watch For

T-Rex: As the wild, this symbol will substitute for others and provide the progressive jackpot win, plus multipliers.

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Cavewoman: This symbol is the second highest paying in the game, with 900 coins for a three symbol match with three coin bets.
Caveman: Three symbols on a three-coin bet pays 450 coins.

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IMPORTANT: In order to play this slot game online you may need your Flash Player enabled on your browser. If you need help doing this, check out our easy Flash Player How-To Guide for Chrome and Safari.
  • Bonus Game: There is no bonus game.
  • Progressive Jackpot: Win the progressive by earning three T-Rex symbols with a three-coin bet.
  • Wild Symbol: The T-Rex is the wild, substituting for other symbols in the game.
  • Scatter Symbol: There is no scatter.
  • Autoplay Option: Click on Auto to preset automatic spins.
  • Multiplier: Earn a 2x multiplier for one wild on the reels while two will pay 4x.
  • Free Spins: Players cannot earn free spins in this game.

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Click here to choose to wager one to three coins per line.

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Mid or medium slots or are a category of module slot found on ships in EVE. Generally, mid slots contain activatable modules that may assist in tackling, propulsion, or generally improve the ships behavior. Shield tanking modules occupy mid slots. Some mid slot modules share purposes with low slots, but the details of their use differ.

This page is a collection of all the types of modules that use mid slots.

Capacitor

These modules will restore capacitor energy.

  • Capacitor Batteries
Passive module which increases total capacitor (and subsequently capacitor recharge rate, which is a percent of to total capacitor).
  • Capacitor Boosters
Active module which replenishes capacitor while expanding Cap Boosters.
  • Capacitor Rechargers
Passive module which increases capacitor recharge time.

Boosters are generally preferred for PvP ships since they work well against capacitor neutralizing. For your exact needs, experimenting a fitting tool will show which will serve you best.Compare to engineering rigs and low slot capacitor modules.

Damage application supplements

These modules will increase the ability to damage ships, though not necessarily the amount of damage dealt.

  • Missile Guidance Computers
Active module which increases explosion radius, explosion velocity, missile flight time and missile velocity. Can be scripted to prefer one sort of bonus over another.
  • Tracking Computers
Active module which increases optimal range, falloff range, and tracking speed. Can be scripted to prefer one sort of bonus over another.
  • Tracking Links
Active module which increases the optimal range, falloff range, and tracking speed of an allied ship. Can be scripted to prefer one sort of bonus over another.

Compare to missile and turret rigs and low slot damage application modules

Drone supplements

These modules will increase the performance of drones.

  • Omnidirectional Tracking Links
Active module which increases the optimal range, falloff range, and tracking speed of drones. Can be scripted to prefer one sort of bonus over another. Also improves range, explosion radius and explosion velocity for carrier fighters.
  • Drone Navigation Computers
Active module which increases the microwarpdrive speed of drones, and the speed of carrier fighters. This is the speed when they are flying larger distances, not when they are orbiting and attacking a target.

Compare to low slot drone modules.

EWAR

These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them. See EWAR Guide for more details on these modules.

  • Electronic Counter Measures (ECM)
Active module which can break an enemy ship's locks and prevent them from locking new targets. Comes in 5 varieties, one for each sensor type and one multispectrum module.
  • ECM Bursts
Active module which performs an area of effect ECM attack against all ships around the activating ship.
  • Sensor Boosters
Active module which increases targeting range, scan resolution, and sensor strength. Can be scripted to favor one of these bonuses over another.
  • Remote Sensor Boosters
Active module which increases the targeting range, scan resolution, and sensor strength of an allied ship. Can be scripted to favor one of these bonuses over another.
  • Remote Sensor Dampeners
Active module which decreases the targeting range and scan resolution of an enemy ship. Can be scripted to favor one of these effects over another.
  • Target Painters
Active module which increases the signature radius of an enemy ship, making them easier to apply damage to.
  • Tracking Disruptors
Active module which decreases the range and tracking speed of the turrets on an enemy ship. Can be scripted to favor one of these effects over another.
  • Guidance Disruptors
Active module which decreases the explosion radius, explosion velocity, missile flight time and missile velocity of the missile launchers on an enemy ship. Can be scripted to favor one of these effects over another.
  • Target Spectrum Breaker
Active module which performs an ECM attack against all ships targeting the activating ship. The jam strength of this module is increased by the number of ships targeting the activating ship. Can only be fitted to battleships. See Target Spectrum Breaker.

Propulsion

These modules are the primary ways to increase a ship's velocity. For more information see Propulsion equipment.

  • Afterburners
Active module which increases velocity.
  • Microwarpdrives
Active module which greatly increases velocity while increasing signature radius by 500% and consuming a significant amount of capacitor.
  • Micro Jump Drives
Active module which, after a spool up time of 12 seconds, instantly teleports the ship 100km in the direction it is facing. Comes in battleship and battlecruiser sizes.
  • Micro Jump Field Generators
Active module which, after a spool up time of 9 seconds, instantly teleports the ship and all nearby non-capital ships 100km in the direction it is facing. Can only be fit to Command Destroyers.

Scanners

These modules provide information about things around you, or allow you to hack.

  • Cargo Scanners
Active module which gives you information about what is in the cargohold of the targeted ship.
  • Ship Scanners
Active module which gives you information about the fitting of the targeted ship.
  • Survey Scanners
Active module which gives you information about surrounding asteroids.
  • Data Analyzers
Active module which allows you to hack containers in data sites.
  • Relic Analyzers
Active module which allows you to hack containers in relic sites.
  • Integrated Analyzers
Active module which allows you to hack both data and relic containers, but has less coherence than the dedicated analyzers.

Scanning Upgrades

These modules improve the ability to use scanning probes.

  • Scan Acquisition Array
Passive module which decreases scan time of scan probes.
  • Scan Pinpointing Array
Passive module which decreases scan deviation of scan probes.
  • Scan Rangefinding Array
Passive module which increases scan strength of scan probes.

Shield tanking

Main article: Shield Tanking

These modules will restore, extend, or increase the resistance of your shields. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.

  • Shield Boosters
Active module which restores shields.
Variation: Ancillary Shield Boosters
Active module that can be loaded with Cap Boosters to very efficiently repair shields, but with a long reload time.
  • Shield Boost Amplifiers

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Passive module which increases the amount restored by Shield Boosters.
  • Shield Rechargers
Passive module which increase shield regeneration.
  • Shield Extenders
Passive module which increases shield hit points while increasing signature radius.
  • Shield Hardeners
Active module which increases shield resistances a great deal while using capacitor. Comes in 5 variations, one for each damage type, and a universal one.
  • Shield Resistance Amplifiers
Passive module which increases shield resistances a bit. Comes in 4 variations, one for each damage type.

Compare to shield rigs.

Tackling

These modules will reduce the velocity of enemy ships and prevent them from warping. See Tackling Guide.

  • Stasis Webifiers

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Active module which decreases an enemy ship's velocity.
  • Stasis Grapplers
Active module which greatly decreases an enemy ship's velocity at longer ranges than a webifier, but is less effective as ranges increase. Can only be fit to battleships and larger.
  • Warp Disruptor
Active module which prevents an enemy ship from warping. Has a base range of 20km and a jamming strength of one.
Variation: Heavy Warp Disruptor
Active module which prevents an enemy ship from warping. Has a base range of 22km and a jamming strength of three. Requires much more powergrid and capacitor than the default warp disruptor.
  • Warp Scrambler
Active module which prevents an enemy ship from warping. Has a base range of 7.5km and a jamming strength of two, and turns off enemy's microwarpdrive.
Variation: Heavy Warp scrambler
Active module which prevents an enemy ship from warping. Has a base range of 8.5km and a jamming strength of six. Requires much more powergrid and capacitor than the default warp scrambler.

Misc

These modules did not fit into the above categories.

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  • Hull Repair Systems
Active module which will repair structure. The cycle time is much slower than shield boosters or armor repairers, and restore less, making them ineffective in combat.
  • Passive Targeting Systems
Active module which allows you to target a ship without them knowing. When combine with ship and cargo scanners, it can help determine the value of a potential gank target or find the fittings of a war target.

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See also

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